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C O R E I N J E C T I O N - Catsden.net
C O R E I N J E C T I O N - Catsden.net
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C O R E I N J E C T I O N<br />
M E C H A N I Z E D D A M A G E<br />
Version 000.5<br />
REQUIRES THE USE OF THE SILHOUETTE CORE RULES BY DREAM POD 9
introduction<br />
Welcome to CORE Injection: Mechanized Damage -- a fan-produced e-book supplement for the Silhouette CORE game<br />
engine, produced by Dream Pod 9. As the title implies, this book (the third in a series) deals with an alternate vehicle damage<br />
system than the one found in the SilCore rulebook.<br />
This project is an offshoot of a game conversion project. In devising a method of damage resolution to better reflect the<br />
original game system, it became apparent that such a system could also be useful in other SilCore universes/games. With a<br />
bit of extrapolation, it has been developed to what you see here. This variant damage system has a higher granularity than<br />
the base system, with two goals. The first is to create a system that enhances the lifespan of vehicles, removing the Overkill<br />
effect and replacing it with a system of continual component degradation and damage. The second is to provide more intense<br />
combats for RP games or small combats, where vehicles can continue to limp around even after sustaining a heavy barrage<br />
of fire, struggling to survive for one final hit, or to just get home.<br />
I realize some may be a bit put off by the detail in the system, or may find it a bit too close to the “Fill in the Boxes” style of<br />
damage recording; I don’t mean to suggest it is perfect for every game. Further exposé of the premise behind the rules, as<br />
well as suggestions on incorporating it into your games can be found within the rules proper.<br />
I hope you enjoy and get good use out of the material in this e-book. Please feel free to stop by my website and/or email me<br />
any comments and feedback you may have.<br />
Oliver Bollmann [kannik@madcoyote.com]<br />
http://www.madcoyote.com/kannik/rpg.html<br />
Version 0.5, OCTOBERr 2003<br />
VERSION NOTES:<br />
Initial Version, soliciting comments.<br />
Back Cover Absent.<br />
Special thanks to Thomas Rodriguez Jr and James Laflamme and those on the SilCore Yahoogroups mailing lists for ideas,<br />
comments and suggestions.<br />
copyright information<br />
Silhouette, Silhouette Core and Core Command are Trademarks of Dream Pod 9, Inc.<br />
Silhouette Core Rules are © Dream Pod 9, Inc.<br />
All images and/or trademarks are used without malicious intent nor with intent to challenge current trademark<br />
ownership. The rules contained herein require the purchase of the Silhouette Core book by Dream Pod 9. This<br />
volume can thus be considered a promotion piece.<br />
NOTE: No implication of an “Open Gaming License” is suggested by the “REQUIRES THE USE OF THE<br />
SILHOUETTE CORE RULES BY DREAM POD 9” text on the front cover.<br />
Please visit www.dp9.com for more Silhouette information and to purchase.<br />
Textual Contents and Material contained within this book, save for the Trademarks and material listed above, are<br />
copyright Oliver Bollmann, ©2003.<br />
1
POD Damage system<br />
Piecemeal Operational Degradation<br />
INTRODUCTION<br />
The Piecemeal Operational Degradation (POD) system for<br />
Silhouette CORE is an alternate damage system that can<br />
complement or replace the standard System Damage tables.<br />
The basic premise of the POD system is to convert all damage<br />
levels into component/systems damage, without an ‘instant kill’<br />
level. As the vehicle takes damage, its systems are rendered<br />
out of commission and its capabilities and performance<br />
reduced, until the vehicle is no longer able to function.<br />
No other rules are changed with the POD system. The default<br />
method of comparing final DM results to Armour remains the<br />
same: higher ‘levels’ of damage result in increased number of<br />
components damaged.<br />
IMPLICATIONS AND USE<br />
Without an Overkill level of damage, vehicles under the POD<br />
system will tend to last longer than their CORE damage system<br />
counterparts, finding their capabilities continually degraded<br />
until they are rendered inoperative or something catastrophic<br />
occurs (such as an ammunition hit). Additionally, the POD<br />
system does increase the requirements for bookkeeping,<br />
resolution time and dice rolls. Thus, the POD system is best<br />
suited for RPG-type games rather than purely tactical ones,<br />
though it will of course work in both circumstances.<br />
In an RPG setting, the POD system can help reduce the<br />
possible volatility of player deaths though vehicle destruction<br />
(and/or a lack of emergency dice), while increasing the<br />
tension and RP possibilities through system damage and<br />
limping home in a battered vehicle. Jurry-rigging temporary<br />
repairs also adds to the drama of the situation.<br />
The POD system can find a home in just about every style<br />
of RPG play, and every level of reality distortion. In a game<br />
where mechanical action does not come into play often, but<br />
when it does it is a major event, the POD system will keep<br />
the action going and provide extra tension and descriptive<br />
potential. In a more ‘traditional’ adventurous or even animeinspired<br />
game, the POD system can be used for only certain<br />
vehicles. PCs and major NPC vehicles could be tracked using<br />
the POD system, while generic soldiers/vehicles (aka goons)<br />
would be tracked with the standard SilCORE damage system.<br />
This simulates very well heroes blasting their way through<br />
scores of enemies, destroying them left, right and centre, only<br />
to enter into a protracted battle with the main enemy that rages<br />
on for hours while they whittle each other’s vehicles down...<br />
Pure tactical play can also make use of the POD system quite<br />
handily, especially for small, unit-on-unit encounters. The<br />
POD system is also appropriate when converting other game<br />
systems/universes into Silhouette rules, as it may preserve<br />
the ‘feel’ of the damage system in the original game system.<br />
USING THE POD DAMAGE SYSTEM<br />
Standard SilCORE combat is unaffected with the use of<br />
the POD system except in the area of vehicle damage, and<br />
the effects of this damage. The Damage itself is calculated<br />
normally (DM times MoS), but the outcome of the damage<br />
becomes an increasing number of rolls on a new Component<br />
Damage Table.<br />
DAMAGE EFFECTS<br />
DAMAGE EFFECT EFFECT (REDUCED) EFFECT (ENHANCED) ARMOUR REMOVED<br />
Damage < No Effect; Nothing No Effect; Nothing No Effect; Nothing<br />
< Damage < 2 1 Roll 1 Roll 2 Rolls 1 point<br />
2 < Damage < 3 3 Rolls 2 Rolls 4 Rolls 2 points<br />
3 < Damage < 4 6 Rolls 4 Rolls 8 Rolls 2 points<br />
4 < Damage < 5 10 Rolls 6 Rolls 12 Rolls 3 points<br />
5 < Damage 15 Rolls 8 Rolls 18 Rolls 3 points<br />
For each Component Table roll indicated above, two dice<br />
are rolled on the Component Table (found below). The first<br />
indicates which of the major component system is affected,<br />
the second specifies the exact subsystem damaged. For<br />
ease of play, it is suggested to use dice of differing colours to<br />
better differentiate between which die indicates the system,<br />
and which indicates the subsystem.<br />
COMPONENT SYSTEM TABLE<br />
ROLL COMPONENT<br />
1 Structure<br />
2 Engineering<br />
3 Drive Systems<br />
4 Weapon Systems<br />
5 Cockpit<br />
6 Cascade<br />
SUBSYSTEMS: STRUCTURE<br />
ROLL EFFECT<br />
1 Bulkheads: No effect<br />
2 Bulkheads: No effect<br />
3 Minor Systems<br />
4 Structure<br />
5 Structure<br />
6 Structure:<br />
1 - Struts Break<br />
2 - Spine Cracks and Decompression<br />
3 - Vehicle Destroyed<br />
SUBSYSTEMS: DRIVE SYSTEMS<br />
ROLL EFFECT<br />
1 Maneuver: -1<br />
2 Direction: +1 MP (base) to change facing<br />
3 Maneuver: -1<br />
4 Movement: -1 MP<br />
5 Drive<br />
6 Drive:<br />
1 - Base MP reduced by 1/3<br />
2 - Base MP reduced by 2/3<br />
3 - Movement System Destroyed<br />
SUBSYSTEMS: COCKPIT<br />
ROLL EFFECT<br />
1 Information Warfare: -2 to 1d6 Systems<br />
2 Targeting: -1 to Gunnery<br />
3 Information Warfare: -2 to 1d6 Systems<br />
4 Crew Compartment<br />
5 Crew Compartment<br />
6 Crew Compartment<br />
SUBSYSTEMS: ENGINEERING<br />
ROLL EFFECT<br />
1 Power Grid Shorts: 1d6 Weapon Systems<br />
2 Helm Controls: -5 to Piloting<br />
3 Power Converter: -5 to Systems<br />
4 Power Transfer: No Movement<br />
5 Plant<br />
6 Plant:<br />
1 - Overheating<br />
2 - Heavy Overheating<br />
3 - Plant Destroyed (Test vs Explosion vs 4)<br />
SUBSYSTEMS: WEAPON SYSTEMS<br />
ROLL EFFECT<br />
1 Short: System Shorts for 1 turn<br />
2 Damaged: -1 to a single weapon<br />
3 Damaged: -1 to a single weapon<br />
4 Destroyed: Single weapon destroyed<br />
5 Ammunition<br />
6 Ammunition:<br />
1 - Explosion Threshold (2)<br />
2 - Explosion Threshold (4)<br />
3 - Explosion Threshold (6)<br />
4 - Explosion Threshold (7)<br />
SUBSYSTEMS: AUXILIARY<br />
ROLL EFFECT<br />
1 AUX: -2 to 1d6 Systems<br />
2 AUX: -2 to 1d6 Systems<br />
3 Cascade: Roll Twice More<br />
4 Cascade: Roll Twice More<br />
5 AUX: -2 to 1d6 Systems<br />
6 AUX: -2 to 1d6 Systems<br />
Note that Information Warfare systems are not counted as AUX systems in POD.<br />
2
POD damage system<br />
PERK AND FLAW CHANGES<br />
• Armour Piercing -- Armour Piercing weapons use the<br />
Reduced column of the Damage Effects table to determine<br />
the number of Component Damage table rolls.<br />
• Haywire/Cascade -- Haywire weapons use the Enhanced<br />
column of the Damage Effects table to determine the number<br />
of Component Damage table rolls.<br />
• Reinforced Systems -- There is fundamentally no changes<br />
to the way the various reinforced perks work. A hit to the<br />
appropriate subsystem is negated for each time the perk<br />
was added to the vehicle. The only difference deals with<br />
the Reinforced Ammo/Fuel perk: do not divide Deployment<br />
Range and Ammunition by one half.<br />
• Overheating -- Vehicles that possess this flaw who take a<br />
Power Plant hit gain the Extreme Overheating flaw on the first<br />
hit, Random Shutdown (3) on the second hit, and the usual<br />
Plant Destroyed on the third.<br />
• Extreme Overheating -- Vehicles that possess this flaw who<br />
take a Power Plant hit gain the Random Shutdown (2) flaw on<br />
the first hit, Random Shutdown (5) on the second hit, and the<br />
usual Plant Destroyed on the third.<br />
• Vulnerable to Haywire -- In brutality, vehicles with this flaw hit<br />
by Haywire weapons suffer damage at one level higher on the<br />
Damage Effects table (ie, if hit with 2.5x their AR, they would<br />
take damage not at 4 rolls, the usual for a Haywire weapon,<br />
but instead take 8 rolls!).<br />
ACTION<br />
• Exposed Auxiliaries -- 2d6 (normal Silhouette dice rolling<br />
applies) systems are hit per AUX hit.<br />
• Exposed Crew -- Vehicles with this flaw begin the game<br />
as though they had already suffered a Crew result. Fill in<br />
one Crew Hit box on the Record Sheet. No crew has been<br />
killed, nor does the vehicle begin with a stunned crew, but<br />
hits against the crew are immediately handled at the worse<br />
threshold.<br />
• Exposed Systems -- Add 1 to the die roll whenever rolling<br />
under the Weapon Systems subtable.<br />
• Exposed Movement -- Add 1 to the die roll whenever rolling<br />
under the Movement Systems subtable.<br />
• Fragile Chassis -- Add 1 to the die roll whenever rolling<br />
under the Structure subtable.<br />
• Hazardous Ammo -- Vehicles with this flaw begin the game<br />
as though they had already suffered an Ammunition hit. Fill in<br />
one Ammunition Hit box on the Record Shot. The vehicle did<br />
not explode, but hits against the Ammunition are immediately<br />
handled at the worse threshold.<br />
<br />
3
POD Damage system<br />
WEAPON SYSTEMS<br />
(ANYTHING DESIGNED UNDER 4.2: SYSTEM DESIGN)<br />
Short<br />
Base Effect:<br />
Multiple:<br />
Same Turn:<br />
Other Turn:<br />
System Damaged<br />
Base Effect:<br />
Multiple:<br />
System Destroyed<br />
Base Effect:<br />
Multiple:<br />
A single weapon system shorts out and is<br />
unavailable for the remainder of this turn as well<br />
as being unavailable next turn. The weapon<br />
is not damaged, and automatically becomes<br />
available again after the short period<br />
For every Short result, the affected system is<br />
chosen randomly.<br />
If a shorted system receives additional short<br />
results during the same hit, the short result is<br />
unaffected, but the system additionally receives<br />
a System Damaged result.<br />
If a shorted system receives additional short<br />
results from a different hit (either in the same<br />
or subsequent turn), then the short result is<br />
extended by an additional turn.<br />
A single system suffers a -1 penalty to any further<br />
actions that involve it.<br />
For every Damaged result, the affected system is<br />
chosen randomly.<br />
Each additional System Damaged result against<br />
a system (regardless when it is received) applies<br />
an additional -1 penalty to the system. A system<br />
no longer functions when it reaches -3 worth<br />
of penalties (independent of the inherent ACC<br />
of the weapon). At -4 they cannot even be<br />
salvaged and are treated as System Destroyed,<br />
below. (Note that Fire Control Destroyed results<br />
are not counted as weapon damage)<br />
If all Systems have been destroyed, this result is<br />
treated as an Ammunition hit, below.<br />
A single system is rendered inoperative by<br />
incoming fire. For the remainder of combat, the<br />
system cannot be used for any purpose.<br />
For every Destroyed result, the affected system<br />
is chosen randomly.<br />
A system can only receive a System Destroyed<br />
once. Do not count the system as part of the<br />
eligible weapons pool on System Damaged or<br />
System Destroyed results.<br />
If all Systems have been destroyed, this result is<br />
treated as an Ammunition hit, below.<br />
Ammunition<br />
Base Effect:<br />
First Hit:<br />
Second Hit:<br />
Third Hit:<br />
Fourth Plus:<br />
Special:<br />
Each hit to the volatile ammunition may cause<br />
an explosion. Make a single test at two dice<br />
and compare verses the threshold to avoid<br />
ammunition explosion. If the test is failed, the<br />
ammunition explodes, destroying the vehicle.<br />
Threshold = 3<br />
Threshold = 5<br />
Threshold = 6<br />
Threshold = 7<br />
Ammunition, for the purposes of internal<br />
explosions and causing vehicle destruction,<br />
is not only limited to the conventional rockets<br />
and/or shells, but also high-energy capacitors<br />
for lasers and gauss weapons, cooling relays,<br />
internal plasma taps, etc. Unless a vehicle has<br />
no weapons that could possibly fit within the<br />
above parameters (a regular passenger car, a<br />
mecha with only non-powered melee weapons)<br />
it is still eligible for Ammunition hits.<br />
At the end of any round, a pilot may elect to<br />
jettison the ammunition from his weapons.<br />
Whether this is possible is entirely up to the<br />
designers of the vehicle; in general, externally<br />
mounted or handheld weapons, as well as<br />
weapons mounted on hardpoints, can have<br />
their ammunition disposed of (in the case of<br />
hardpoints, it may be jettisoning the entire<br />
weapon). Internally mounted weapons may or<br />
may not have the ability depending on vehicle<br />
type (a tank likely would not, while a giant robot<br />
might very well).<br />
It is also possible to ‘power down’ energy<br />
weapons to eliminate their volatility (be it<br />
capacitors, plasma bottles, etc).<br />
Jettisoning ammo for a single weapon is a Free<br />
Action (costs no actions); jettisoning ammo<br />
for all eligible weapons takes 1 Action. Once<br />
ammunition has been ejected, the weapon can<br />
no longer fire, however, if no ammunition remains<br />
on board (all weapons ammunition depleted,<br />
jettisoned or deactivated) Ammunition results on<br />
the subsystem roll no longer has any effect.<br />
4
POD damage system<br />
DRIVE SYSTEMS<br />
Maneuver<br />
Base Effect:<br />
Multiple:<br />
Direction Control<br />
Base Effect:<br />
Multiple:<br />
The currently engaged movement system has its<br />
Maneuver value reduced by one.<br />
Each subsequent Maneuver result against a<br />
movement system further reduces its maneuver<br />
value by one.<br />
After 3 Maneuver hits, each subsequent<br />
Maneuver hit result counts as a Direction Control<br />
hit, described below.<br />
The base cost for changing the vehicle’s facing<br />
with the currently engaged movement system is<br />
increased by 1 MP.<br />
A second Direction Control hit against a<br />
movement system increases the MP cost for a<br />
facing change by an additional 1 MP.<br />
After two Direction Control results, each<br />
subsequent Direction Control result counts as a<br />
Drive Hit result, described below.<br />
Drive Hit<br />
Base Effect:<br />
Special:<br />
Multiple:<br />
Special:<br />
The current movement system’s Combat Speed<br />
MP is reduced by one-third (round up).<br />
The MP reduction is to the base MP of the drive<br />
system. Movement results, described above,<br />
subtract their penalty from this base number.<br />
A second Drive Hit against a movement system<br />
reduces the Combat Speed MP by another third.<br />
The third hit reduces the MP to zero and is<br />
considered destroyed. The vehicle may switch<br />
to an alternate movement system if capable.<br />
If the unit does not (or is unable to) switch to<br />
a different movement system after a system is<br />
destroyed, or is suffers this damage result again<br />
before being able to switch, apply the results to<br />
one of the remaining movement systems.<br />
Movement<br />
Base Effect:<br />
Multiple:<br />
Special:<br />
The currently engaged movement system’s<br />
Combat Speed is reduced by 1 MP.<br />
Each subsequent Movement result against a<br />
movement system further reduces its Combat<br />
Speed by 1 MP. At 0 MPs, the movement system<br />
is no longer usable and is considered destroyed.<br />
The vehicle may switch to an alternate movement<br />
system if capable.<br />
If the unit does not (or is unable to) switch to<br />
a different movement system after a system<br />
is reduced to 0 MP, or is suffers this damage<br />
result again before being able to switch, apply<br />
the results to one of the remaining movement<br />
systems.<br />
5
POD Damage system<br />
ENGINEERING SYSTEMS<br />
Power Grid Short<br />
Base Effect:<br />
Multiple:<br />
Helm Controls<br />
Base Effect:<br />
Multiple:<br />
Power Converters<br />
Base Effect:<br />
Multiple:<br />
Power Transfers<br />
Base Effect:<br />
Multiple:<br />
1d6 worth of (Weapon) Systems are affected<br />
by the (Weapon) Short effect, described under<br />
Weapon Systems<br />
Additional Power Grid Short results during the<br />
same damage result are handled as are mulitple<br />
Short results, found under Weapon Systems,<br />
with the exception of 1d6 worth of Systems are<br />
affected.<br />
When this system is hit, all subsequent Piloting<br />
tests (including Defence) are performed at a -5<br />
penalty.<br />
This effect can only occur once. Further hits to<br />
this subsystem are ignored.<br />
When this system is hit, all subsequent Gunnery<br />
tests are performed at a -5 penalty.<br />
This effect can only occur once. Further hits to<br />
this subsystem are ignored.<br />
When this system is hit, the power couplings<br />
and/or fuel couplings between the power plant<br />
and the drive units are severed. No further<br />
MP or Thrust may be spent by the vehicle until<br />
repaired.<br />
This effect can only occur once. Further hits to<br />
this subsystem are treated as a Plant Hit, below.<br />
STRUCTURE<br />
Minor System<br />
Base Effect:<br />
Examples:<br />
Special:<br />
Bulkheads<br />
Base Effect:<br />
Multiple:<br />
Structure<br />
Base Effect:<br />
First Hit:<br />
Second Hit:<br />
A vehicular system not readily important to its<br />
combat value is destroyed.<br />
Lifepod, Navigation System, Navigation Lights,<br />
Docking Port, Laboratory, Sickbay, Satellite<br />
Uplink, Beer Fridge, Platoon Logo, Transponder,<br />
etc.<br />
In RPG campaigns, this may have some<br />
detrimental effects (especially life pods!) but<br />
it does not immediately impact the vehicle’s<br />
combat worthiness.<br />
Something makes a very loud sickening sound<br />
deep within the hull of the vehicle.<br />
The crew gets very nervous from the strange<br />
groans emanating from their vehicle’s structure.<br />
The vehicle begins to take damage to the<br />
structure which holds it together.<br />
No game effect occurs at this stage.<br />
The vehicle shows signs of structural duress, as<br />
it begins to come apart. The vehicle loses all<br />
HEP for its occupants.<br />
Third Hit: The vehicle’s internal structure suffers a<br />
catastrophic failure. The vehicle is destroyed.<br />
Plant Hit<br />
Base Effect:<br />
First Hit:<br />
Second Hit:<br />
Third HIt<br />
Damage to the Power Plant of the vehicle causes<br />
the vehicle to gain the following flaws:<br />
Vehicle gains the Overheating Flaw.<br />
Vehicle gains the Heavy Overheating Flaw.<br />
The Power Plant is destroyed. Roll 2d6 versus a<br />
threshold of 4.<br />
If successful, Vehicle is rendered inoperative, but<br />
no further effect.<br />
If the check fails, the Power Plant does something<br />
nasty, destroying the vehicle utterly.<br />
6
POD damage system<br />
COCKPIT SYSTEMS<br />
Targeting<br />
Base Effect: All weapons fire tests from the vehicle suffer a -1<br />
penalty to further actions.<br />
Multiple:<br />
Additional Targeting hits add a further cumulative<br />
-1 penalty.<br />
Special: The maximum penalty to Targeting is -4.<br />
Information Warfare<br />
Base Effect:<br />
Multiple:<br />
Crew Compartment<br />
Base Effect:<br />
Roll 1d6; this number of Information Warfare<br />
systems on the vehicle are damaged, suffering a<br />
-1 penalty to their rating.<br />
Each additional IW hit against an IW system<br />
increases the penalty by two. When IW systems<br />
reach -5, they are considered destroyed.<br />
Remove those systems from the pool of eligible<br />
IW affected by an IW hit.<br />
If no IW systems remain, no damage is done.<br />
The cockpit or bridge is hit, stunning and possibly<br />
injuring the crew. Roll a single test on 2 dice<br />
versus the threshold listed below. As further<br />
Crew hits are taken, the threshold increases.<br />
AUXILIARY<br />
AUX Systems<br />
Base Effect:<br />
Multiple:<br />
Cascade<br />
Base Effect:<br />
Roll 1d6; this number of Auxiliary systems on<br />
the vehicle are damaged, suffering a -1 penalty<br />
to their rating. Auxiliary Systems without ratings<br />
degrade on the basis of Skill use (-1 to any Skill<br />
roll using that device) or efficiency (lose 33%<br />
efficiency).<br />
Each additional AUX hit against an Auxiliary<br />
system increases the penalty by two. When<br />
Auxiliary systems reach -5 they are considered<br />
destroyed. Remove those systems from the pool<br />
of eligible Auxiliary Systems affected by an AUX<br />
hit.<br />
If no AUX systems remain, no damage is done.<br />
The shot pe<strong>net</strong>rates deeply or riccochets within<br />
the hull. Roll twice more on the Component<br />
Damage Table<br />
If the test passes, the crew is stunned/injured.<br />
During the following turn, the vehicle has one<br />
less action than normal.<br />
If the test is failed, 10% (rounded up) of the crew<br />
is considered a casualty.<br />
First Hit:<br />
Second Hit:<br />
Third Hit:<br />
Fourth Hit:<br />
Fifth Plus:<br />
If the crew is all killed, unless the vehicle<br />
possesses a sentient computer, it is considered<br />
destroyed.<br />
Threshold = 2<br />
Threshold = 3<br />
Threshold = 4<br />
Threshold = 5<br />
Threshold = 6<br />
7
POD Damage system<br />
OPTIONAL GENRE POINTS USAGE<br />
Even under the POD system, a lucky hit can result in a very<br />
tough break for the pilot, knocking the helm out of kilter, or<br />
touching off an ammunition explosion. At the GM’s option, the<br />
following new Genre Effect can be included in the campaign:<br />
It Only Hit the Door!<br />
At the cost of 1 to 3 Genre Points, a character can annul<br />
the effects of a single roll on the Component System Table<br />
(and appropriate subtable), in effect converting the roll into<br />
a Bulkhead hit. The cost in GP is determined by the GM as<br />
appropriate for the situation and the severity of the hit.<br />
8
VEHICLE IDENTIFICATION<br />
NAME<br />
<br />
CREW DATA AND SKILLS<br />
TYPE NUMBER LEVEL ACTIONS PILOT GUNNERY IW<br />
<br />
CREW HITS<br />
<br />
(2) (3) (4) (5) (6)<br />
MODEL/MAKE<br />
LIVE / / /<br />
UNIT/AFFILIATION<br />
COMPUTER (SENTIENT) / / /<br />
COMPUTER (DUMB) / / /<br />
CASUALTIES<br />
HULL DATA<br />
SIZE<br />
PRODUCTION<br />
THREAT VALUE<br />
LEMON DICE<br />
<br />
TOTAL ACTIONS<br />
MOVEMENT DATA<br />
MOVEMENT MODE COMBAT TOP MAN<br />
<br />
MANEUVER & DIR<br />
<br />
MAN MAN MAN DIR DIR<br />
DAMAGE<br />
CURRENT MPs<br />
<br />
ARMOUR<br />
ARMOUR VALUE<br />
<br />
DAMAGE<br />
CURRENT ARMOUR VALUE<br />
<br />
DEPLOYMENT RANGE<br />
REACTION MASS<br />
SPECIAL<br />
<br />
STRUCTURE PLANT <br />
ELECTRONICS DATA<br />
<br />
DAMAGE<br />
<br />
ARMOUR SPECIAL PROPERTIES<br />
STRUTS<br />
DECOMP DEST OH HvyOH DEST<br />
SENSOR TYPE RATING RANGE<br />
-1 -3 D<br />
TARGETING<br />
<br />
HELM CONVERTER TRANSFER <br />
AMMO HITS<br />
<br />
-1 -2 -3 -4<br />
-5 PILOTING -5 GUNNERY NO MOVEMENT<br />
(3) (5) (6) (7)<br />
COMMUNICATIONS<br />
FIRE CONTROL<br />
PERKS AND FLAWS<br />
<br />
ACTIVATION<br />
<br />
DAMAGE<br />
<br />
NAME RATING EFFECT AUX<br />
USAGE<br />
-1 -3 D<br />
WEAPONS<br />
<br />
AMMO<br />
<br />
DAMAGE<br />
<br />
QTY MAKE/MODEL ARC ACC DM BR ROF SPECIAL AMMUNITION<br />
USAGE<br />
S -1 -2 D